[center][quote=An Old Wartime Hymn][I]It'll take a lot more than Swords and Funds A whole lot more than Mages and Muscle The Hands of the Many must join as One And Together we'll cross the River[/i][/quote][/center] Guildmaster Atticus Hergoin is dead, rousing you from varied parts of the Federation of Bastion and the neighboring Stratocracy of Araren so you may converge on the independent city-state of Summerfall. You are a member of the Slayers Guild, a faction of monster slayers that has suffered heavy casualties in the Dragon Wars. You have been summoned by the Guildmaster's secretary, Alistair Willowsweep, to either assist in the investigation of the Guildmaster's disappearance or deal with a surprising influx of supernatural activity in the area: either pays enough or carries enough glory to bring you to Summerfall. Who knows… perhaps your name might be on the short list of candidates to fill Hergoin's shoes. Will these be your last hunts, or will you help unravel the threads of Summerfall before the city tears itself apart? [color=lightgray][color=white][indent][h2]Character Creation[/h2][/indent][hr][/color] The steps below used to build your Slayers are meant to provide guidance and prompts for how your specific character fights monsters and deals with hostile encounters. Each choice when picking your class, lineage, and gimmick are meant to drive how your character solves problems. Your class determines where you draw your strength: from your skill with weapons, your skill with magic, or from a combination of the two. Your lineage determines your species or blood relations, and your gimmick gives characters an extra tool in their kit to deal with monsters. However, these class features are not all-inclusive of a Slayer’s abilities. There are [color=white][h3]Step 1: Pick your Class[/h3][/color] [color=white][b][u]Warrior:[/u][/b][/color] Magic is unreliable, weapons are consistent. You focus on martial prowess to fight the monsters that make trained knights cower in fear. Warriors are Strong, Swift, and Hearty… or, more accurately, each warrior is two of the three. Their physical build determines what kind of combat styles they are particularly trained in. Some combat styles are only available to a particular build. Other combat styles simply require a build that has Strong, Swift, or Hearty listed as one of its core focuses. [hider=Warrior Character Builder] [color=white][b][u]Please pick ONE of the following builds:[/u][/b][/color][list][*][color=white][i][b]Bulwark:[/b][/i][/color] Strong and Hearty, a Bulwark Warrior can both hit and be hit harder than most while lacking fine-tuned accuracy. [*][color=white][i][b]Striker:[/b][/i][/color] Strong and Swift, a Striker Warrior moves fast and hits like a tactically-delivered truck… but would do well to avoid taking blows. [*][color=white][i][b]Bladedancer:[/b][/i][/color] Swift and Hearty, a Bladedancer Warrior has the fortitude to block incoming attacks while not sacrificing their dexterity and accuracy.[/list] [color=white][b][u]Please pick TWO of the following Combat Styles:[/u][/b][/color][list][*][color=white][i][b]Titan Grip (Bulwark Only):[/b][/i][/color] Your Slayer’s strength and endurance rival that of giants. Your Slayer might wield weapons or shields most could never dream of lifting with ease. [*][color=white][i][b]Whirlwind (Striker Only):[/b][/i][/color] Your Slayer’s speed and strength are akin to a tornado of steel, expertly sweeping at swathes of enemies quickly or launching an onslaught of attacks at a single foe before they even have time to react. [*][color=white][i][b]Perfect Counter (Bladedancer Only):[/b][/i][/color] Your Slayer is quick and resilient enough to parry the strongest foes, creating the perfect opening for a counterattack. [*][color=white][i][b]Tank (Hearty):[/b][/i][/color] Your Slayer has the toughness and force of will to block mighty blows and draw an enemy’s ire with ease. This is not a style for the faint of heart. [*][color=white][i][b]Grappler (Strong):[/b][/i][/color] Your Slayer bullies and bashes their enemies to position them where they want or bring foes crashing to the ground. [*][color=white][i][b]Powerful Swing (Strong):[/b][/i][/color] Who needs to focus on a weak-point or a fault in an opponent’s armor when your Slayer can just make their own through sheer strength? [*][color=white][i][b]Pinpoint (Swift):[/b][/i][/color] Your Slayer tactfully strikes at joints and gaps in an enemy’s armor or hide. No need to waste ammunition or dull your blade where it won’t cause the most damage. [*][color=white][i][b]Volley (Swift):[/b][/i][/color] Your Slayer is capable of both splitting their focus and their aim, striking at several foes within the same volley of attacks while keeping a respectful range. [/list] [/hider] [color=white][u][b]Mage:[/b][/u][/color] Magic is hard to come by, but you've mastered it enough to put it to a good cause. While hedge mages or court wizards might be able to liven up a party with tricks and glamours, you have honed your skills for the most noble cause: fighting back the darkness. Mages have a Magical Tradition that they draw their magic from, which Manifest in particular ways unique to their Tradition. Mages also have specific Spellcasting Styles that are Tradition/Manifestation agnostic: the only limit to how these spells work in a given style is your imagination as a writer. These manifestations are not final, and additional manifestations are open for approval. [hider=Mage Character Builder] [color=white][b][u]Please pick ONE Magical Tradition as the source of your power and ONE manifestation of Magic, listed below your chosen tradition:[/u][/b][/color] [color=white][i][b]Arcane:[/b][/i][/color] The New Magic of the Modern World, Arcane spellcasters draw upon energy from elemental and cosmic planes through sigils and carefully constructed phrases. [hider=Arcane Manifestations] [list][*][color=white][i][b]Elementalist:[/b][/i][/color] Your Slayer calls upon the adjoining primordial realms of fire, ice, lightning, and stone to cast elementally-infused spells. [*][color=white][i][b]Telekineticist:[/b][/i][/color] Your Slayer draws on the unseen energy between the planes to manipulate the physical world. [*][color=white][i][b]Rune Smith:[/b][/i][/color] Your Slayer draws upon ancient symbols infused with arcane power to set up pre-established effects, capable of being deployed at a moment's notice in the heat of battle.[/list] [/hider] [color=white][i][b]Primal:[/b][/i][/color] The Magic of the Wilds, Primal Magic draws upon a spellcaster’s connection with the spirits of the natural world to manipulate the weather and nature itself. [hider=Primal Manifestations] [list][*][color=white][i][b]Tempest:[/b][/i][/color] Your Slayer manipulates the weather and natural elements through their connection to the world around them. [*][color=white][i][b]Wild Speaker:[/b][/i][/color] Your Slayer communes with local plants and animals, strengthening their abilities when they heed the call. [*][color=white][i][b]Spiritualist:[/b][/i][/color] Your Slayer calls upon the ancestors of the land to aid them in battle, for the sake of their kin and the preservation of their legacy.[/list] [/hider] [color=white][i][b]Eldritch:[/b][/i][/color] The oldest form of magic, Eldritch magic draws power from perverting the laws of nature and drawing on powers older than the world itself. Eldritch Magic takes its toll, as listed in the Manifestations below. [hider=Eldritch Manifestations] [list][*][color=white][i][b]Timeless Traveller:[/b][/i][/color] Your Slayer calls upon fractured realities to manipulate the flow of time.They age too quickly or too slowly for their lineage, and they lose time when they remain idle. [*][color=white][i][b]Voidcaller:[/b][/i][/color] Your Slayer has touched the very source of rot and death, and stolen a fraction of its power for themselves. They appear sick and dying to most, and their body is more frail than average. [*][color=white][i][b]Open Mind:[/b][/i][/color] Your Slayer’s mind is connected to the world around them intuitively, to their benefit and detriment. Your Slayer hears thoughts from others they wish they hadn’t, and Your Slayer’s thoughts are sometimes heard by others at inopportune times. [*][color=white][i][b]Hemomancy:[/b][/i][/color] The only form of magic invented by Slayers themselves, hemomancy involves the manipulation of exposed and visible blood to perform fantastical yet disturbing feats. This manifestation is not for the squeamish, but is absolutely the kind of magic perfect for a professional monster hunter. The only downside? Your blood has spoiled, and your blood runs black instead of red.[/list] [/hider] [color=white][b][u]Please pick TWO of the following Spellcasting Styles:[/u][/b][/color][list][*][color=white][i][b]Healer:[/b][/i][/color] Your Slayer’s can close wounds and purge ill effects for themselves or others. [*][color=white][i][b]Blaster:[/b][/i][/color] Your Slayer can wield magic to deal massive damage in fantastical displays. Why use any spell other than fireball? [*][color=white][i][b]Binder:[/b][/i][/color] Your Slayer uses magic to summon supernatural forces and bind them to their will. [*][color=white][i][b]Controller:[/b][/i][/color] Your Slayer manipulates the battlefield to shape it to their benefit or their foes’ detriment. [*][color=white][i][b]Enchanter:[/b][/i][/color] Your Slayer compels others to do their bidding, and can push their allies and themselves beyond their natural limits. [*][color=white][i][b]Nullifier:[/b][/i][/color] Your Slayer uses magic to absorb and redirect other spells or attacks. [*][color=white][i][b]Illusionist:[/b][/i][/color] Your Slayer uses magic to make other creatures ignore things that are there or see things that aren’t there, so much so they might believe this to be reality. [/list] [/hider] [color=white][u][b]Spellblade:[/b][/u][/color] A Jack of All Trades is a master of none, but better than being a master of one. A Spellblade's limited mastery of both magic and martial combat is made up for by their sheer versatility. [hider=Spellblade Character Builder] [color=white][b][u]Please pick ONE of the following builds:[/u][/b][/color][list][*][color=white][i][b]Strong[/b][/i][/color] [*][color=white][i][b]Swift[/b][/i][/color] [*][color=white][i][b]Hearty[/b][/i][/color][/list] [color=white][b][u]Please pick One of the following Combat Styles:[/u][/b][/color][list][*][color=white][i][b]Tank (Hearty):[/b][/i][/color] Your Slayer has the toughness and force of will to block mighty blows and draw an enemy’s ire with ease. This is not a style for the faint of heart. [*][color=white][i][b]Grappler (Strong):[/b][/i][/color] Your Slayer bullies and bashes their enemies to position them where they want or bring foes crashing to the ground. [*][color=white][i][b]Powerful Swing (Strong):[/b][/i][/color] Who needs to focus on a weak-point or a fault in an opponent’s armor when your Slayer can just make their own through sheer strength? [*][color=white][i][b]Pinpoint (Swift):[/b][/i][/color] Your Slayer tactfully strikes at joints and gaps in an enemy’s armor or hide. No need to waste ammunition or dull your blade where it won’t cause the most damage. [*][color=white][i][b]Volley (Swift):[/b][/i][/color] Your Slayer is capable of both splitting their focus and their aim, striking at several foes within the same volley of attacks while keeping a respectful range. [/list] [color=white][b][u]Please pick ONE Magical Tradition as the source of your power and ONE manifestation of Magic, listed below your chosen tradition:[/u][/b][/color] [color=white][i][b]Arcane:[/b][/i][/color] The New Magic of the Modern World, Arcane spellcasters draw upon energy from elemental and cosmic planes through sigils and carefully constructed phrases. [hider=Arcane Manifestations] [list][*][color=white][i][b]Elementalist:[/b][/i][/color] Your Slayer calls upon the adjoining primordial realms of fire, ice, lightning, and stone to cast elementally-infused spells. [*][color=white][i][b]Telekineticist:[/b][/i][/color] Your Slayer draws on the unseen energy between the planes to manipulate the physical world. [*][color=white][i][b]Rune Smith:[/b][/i][/color] Your Slayer draws upon ancient symbols infused with arcane power to set up pre-established effects, capable of being deployed at a moment's notice in the heat of battle. [/list] [/hider] [color=white][i][b]Primal:[/b][/i][/color] The Magic of the Wilds, Primal Magic draws upon a spellcaster’s connection with the spirits of the natural world to manipulate the weather and nature itself. [hider=Primal Manifestations] [list][*][color=white][i][b]Tempest:[/b][/i][/color] Your Slayer manipulates the weather and natural elements through their connection to the world around them. [*][color=white][i][b]Wild Speaker:[/b][/i][/color] Your Slayer communes with local plants and animals, strengthening their abilities when they heed the call. [*][color=white][i][b]Spiritualist:[/b][/i][/color] Your Slayer calls upon the ancestors of the land to aid them in battle, for the sake of their kin and the preservation of their legacy.[/list] [/hider] [color=white][i][b]Eldritch:[/b][/i][/color] The New Magic of the Modern World, Arcane spellcasters draw upon energy from elemental and cosmic planes through sigils and carefully constructed phrases. [hider=Eldritch Manifestation] [list][*][color=white][i][b]Hemomancy:[/b][/i][/color] The only form of magic invented by Slayers themselves, hemomancy involves the manipulation of exposed and visible blood to perform fantastical yet disturbing feats. This manifestation is not for the squeamish, but is absolutely the kind of magic perfect for a professional monster hunter. The only downside? Your blood has spoiled, and your blood runs black instead of red.[/list] [/hider] [color=white][b][u]Please pick ONE of the following Spellcasting Styles:[/u][/b][/color][list][*][color=white][i][b]Controller:[/b][/i][/color] Your Slayer manipulates the battlefield to shape it to their benefit or their foes’ detriment. [*][color=white][i][b]Enchanter:[/b][/i][/color] Your Slayer compels others to do their bidding, and can push their allies and themselves beyond their natural limits. [*][color=white][i][b]Nullifier:[/b][/i][/color] Your Slayer uses magic to absorb and redirect other spells or attacks. [*][color=white][i][b]Illusionist:[/b][/i][/color] Your Slayer uses magic to make other creatures ignore things that are there or see things that aren’t there, so much so they might believe this to be reality. [/list] [/hider] [color=white][h3]Step 2: Pick your Lineage[/h3][/color] This list of Lineages are a starting point. Your character may be half-dwarf and half-orc, a goblin, a werewolf, or some unmentioned amphibious species. The listed lineages are the most common in the world of Slayers, but do not represent all the people who live in the world. Suggestions are welcome, just reach out for approval. [list][*][color=white][i][b]Human:[/b][/i][/color] The most prolific lineage, humans can be found all around the world and in nearly all cultures. There is an inherent spirit of curiosity about them that has ingratiated them across cultures throughout history. Humans are incredibly interdisciplinary, often picking up a varied skillset when it comes to crafts and skills. It is unsurprising some would risk life and limb to brave the wilds of the world to hunt monsters. [*][color=white][i][b]Dwarves:[/b][/i][/color] Dwarves are stout folk who live up to three centuries, pride themselves on the particular craft they specialize in, and still retain the ability to see clearly in complete darkness. The Dwarves of old used to live in dormant volcanos and the valleys between them, but cataclysmic events and planar shifts sank their ancestral homes. Many modern Dwarves have taken up trades as sailors, so they can still be close to their ancestral home under the sea between Bastion and Lothwren. Though, many others take up complex trades on the mainland. Still others, however, seek to ensure no calamity befalls other's homes. These Dwarves become Slayers. [*][color=white][i][b]Gnomes:[/b][/i][/color] Inventors of the Arcane tradition, gnomes are small folk who typically stand [*][color=white][i][b]Orcs:[/b][/i][/color] [*][color=white][i][b]Giantborn:[/b][/i][/color] Giants are large, primally attuned sentient beings of great power. Some modern peoples are descendants of these giants, and carry with them a similar elemental attunement. Giantborn are typically named for their specific ancestor, bearing the following monikers: Flameborn (Fire), Frostborn (Ice), Stormborn (Lightning), Stoneborn (Stone). Giantborn are much larger than most other peoples, ranging from seven to eight feet tall. They live shorter lives than humans, typically only surviving into their 50s at most. Giantborn bear a resistance to the element associated with their ancestor. [*][color=white][i][b]Elverian:[/b][/i][/color] If not for those who still carry a fraction of Elven blood in them, most would assume Elves to be a myth in this realm. Those with the Elverian lineage often appear fairly human, save for a slighter frame and pointed ears. They live typically a century and a half, maturing at the age of 40. They have a deep connection to the natural world, with those more magically inclined studying the Primal Tradition. Elverians are often purported to suffer from wanderlust. [*][color=white][i][b]Dragonblooded:[/b][/i][/color] Similar to Elverians and Giantkin, Dragonblooded individuals have a draconic ancestor that presents itself differently. Some simply bear reptilian eyes, some have small patches of scales around the cheekbones or joints, others have tails or vestigial wings. Even others appear to be bipedal dragons entirely. Dragonbloods are most prominent in the Millian Territories (formerly the Draconian Empire). Many have had trouble finding favor in other nations due to their draconic heritage, but this attitude has cooled following the Dragon Wars. Whether for wealth, fame, respect, or power... a number of Dragonbloods have joined the Slayers Guild following the fall of the Draconic Dynasty.[/list] [color=white][h3]Step 3: Pick your Gimmick[/h3][/color] Gimmicks are a special way in which Slayers are capable of giving themselves an extra edge when hunting monsters. [list][*][color=white][i][b]Alchemist:[/b][/i][/color] You brew potions and mutagens to give you an extra edge in battle, providing varied muted magical benefits compared to true spellcasting. But, when fighting monsters, a bit of increased strength or a bit of emergency healing more than makes up for it. [*][color=white][i][b]Monstrous:[/b][/i][/color] You can fight monsters easier because, whether intentionally or not, you have become a monster yourself. You possess a fraction of a monster's true power and little of their weakness, but be careful not to indulge in your hunger lest you become the next contract. [*][color=white][i][b]Professional Kit:[/b][/i][/color] You have the exact tools in your bag to permanently destroy all sorts of monsters. Wooden stakes for vampires, Silver bolts for lycanthropes, nails and charms for spirits, dispelling salts for ghosts... any tool to put the finishing touch on keeping a monster gone. [*][color=white][i][b]Ritualist:[/b][/i][/color] While many Slayers focus on just hitting a monster until its dead, Ritualists opt for complexity to solving these problems. Ritualists focus on curing the disease instead of just the poison. Talented ones can reverse curses, turn monsters back into humans, or cleanse an area of disease. Performing a ritual is complex, requires significant preparation, leaves you vulnerable to threats, and requires an appropriate amount of resources. The benefit: ritualists are capable of doing what most Slayers could only dream of. [*][color=white][i][b]Relic:[/b][/i][/color] You possess a particularly potent, permanent magic item that is your pride and joy. This often comes in the form of a magic weapon, a magical focus, or an item of clothing that provides a particular ability. All Relics are subject to GM approval. Relics may also be purchased in game through the completion of contracts. [*][color=white][i][b]Trapper:[/b][/i][/color] Traditional hunters make use of traps in hunting their pray, and you are no exception. You employ various obstacles to assist in luring, harming, tracking, and ultimately disposing of various monsters.[/list] [h3][color=white][i][b]FACTIONS:[/b][/i][/color][/h3] [color=white][i][b]The Slayers Guild[/b][/i][/color] Once over a thousand strong, the Slayers Guild now consists of less than a hundred professional monster hunters. Slayers are nomadic by their own rules, but do have a remote keep in northern Lothwren called Castor’s Keep… or rather, they did. It was recently decimated in a coordinated assault of Rime Giants. While repairs are underway to rebuild the keep, Summerfall in Bastion has been kind enough to gift the Slayers a sizable manor outside the city walls. [color=white][i][b]The Cuith Di'aern[/b][/i][/color] A loose coalition of primally attuned mages outside of the jurisdiction of the Cabal. It is the oldest known faction in Tyrenal. Their focus is to protect and fulfill the wishes of communal and personal gods in the wilds to keep balance between civilization and nature. Most villages have a resident representative of the Cuith Di'aern, while towns and cities have more. Summerfall is home to a half dozen or so trained representatives, along with a seat on the Council of Trades. [color=white][i][b]The Cabal[/b][/i][/color] The Cabal are the dominant consortium governing the use of magic in Tyrenal. They have a stranglehold on the acquisition, creation, and selling of relics. The Cabal have capitalized on the training and managing of arcane and eldritch spellcasters. They bear a terrifying reputation for nefarious experiments and having connections to missing peoples around Tyrenal, which is often ignored by governments lest they lose access to the Cabal’s network of mages. It is not uncommon for members of the Cabal and Slayers Guild to come into conflict, but outright fights are rare. Most within the Cabal are Arcane or Eldritch spellcasters, though a few eccentric and powerful primal spellcasters have been among their ranks. [color=white][i][b]The Dex[/b][/i][/color] Stemming from the old Draconic word for “ten,” the Dex are the premier fighting force of Araren. In times of relative peace, Dex serve as high-priced mercenaries for any warlord or king who can afford their steep sum. They often serve as personal guards or as officers in local militias and armies. [color=white][i][b]The Black Guard[/b][/i][/color] A group of necromancers responsible for an attempted coup and eventual civil war in Lothwren. While most have been tried and executed, it is rumored many have since fled and dispersed through the rest of Tyrenal. Little is known of their motivations or leadership structure. [color=white][i][b]City Government[/b][/i][/color] [color=white][i][b]Council of Trades[/b][/i][/color] The Council of Trades is an organized body of local and international guilds and companies. Merchants, blacksmiths, farmers, couriers, and even the Cabal and Cuith D’aern have representation within the Council of Trades. It is no secret that most representatives in the Council of Trades are tied to the oldest families of Summerfall or are themselves incredibly affluent, ensuring votes often favor the wealthier residents of Summerfall. [color=white][i][b]Princeps[/b][/i][/color] The de facto leader of day to day operations in Summerfall, the Princeps acts as a mediator between the Court and the Council whilst also managing municipal workers and employees. They are appointed by elections from the Lord’s Court and the Council of Trades, and approved by the Confederation of Bastion. The Princeps is also considered the enforcer of Bastion and Summerfall laws, though the trying of these laws is often left to local Justiciars. [color=white][i][b]The Lord’s Court[/b][/i][/color] The Lord’s Court is a vestige of days of yore, and is largely symbolic government body consisting of the five oldest families in Summerfall. Their direct power has long diminished in the form of the council, but most of the oldest families have ingrained themselves into various guilds and merchant companies to the point that the oldest family’s wishes are fulfilled by the Council of Trades. The Lord’s Court assists the governor in providing municipal workers for the city and overseeing the local library. Outside Parties [color=white][i][b]Justiciars[/b][/i][/color] The judges, juries, and sometimes executioners of the realm of Tyrenal. Justiciars are travelling legal scholars who interpret the laws and often try cases on behalf of the powers that be. While local leaders are more than capable of enforcing their laws, Justiciars are well-respected individuals often tasked with providing an unbiased ruling on peculiar cases. The imprisoned and their families will often send out letters and plead for Justiciars to come offer judgement in cases in the hopes of a fair trial, when local leaders are so easily bought and paid for. [color=white][i][b]Confederation of Bastion[/b][/i][/color] The Confederation of Bastion has no direct political power or sway, and is more of a holdover of the more recent wars against the Draconian Empire. All City-States within Bastion send representatives to the “capital” of Myristrant to advocate and attempt to make deals with other regional powers. [color=white][i][b]Religion:[/b][/i][/color] Gods in the Slayers world are more a superstition than fonts of divine power, as they are more akin to legends and folk stories than an organized religion you might expect. They are also as plentiful as there are stars in the sky. It is best to think of Gods as representations of the natural world, and more akin to how we view spirits. Gods typically exist in three categories: personal, communal, and cultural. Personal gods might be faint spirits attached to small relics in your home, believed to offer protection to your family. These are the most likely to be real, as purported by Spiritualist mages. Communal Gods are embodiments of local geography. They may govern a river, lake, mountain, or forest. They are rarely heard from directly, and are believed to carry out their will through less powerful spirits. Cultural Gods are long dead legends whose names carry sway. Ancient Dragons, Founders of Nations, and Gargantuan Sea Beasts would all be considered Cultural Gods. Most are believed to have been so strong and connected to magic that their souls still govern and manipulate the world long after their passing. Listed below are examples of Cultural Gods: [list][*][color=white][i][b]Aeswyn, the Last Elf:[/b][/i][/color] An Elf from folklore believed to have spirited the Elves of yore to another plane of existence to avoid their eradication. In old Araren mythology, Aeswyn was defeated by Garrun to free Orcs from their captivity. His symbol is a staff covered in thorns. [*][color=white][i][b]Garrun, the Liberator:[/b][/i][/color] An Orcish folk hero who was believed to have freed his people from the captivity of Dragons, Giants, and Elves. He has a dedicated shrine in most Araren cities. His symbol is a bleeding eye. [*][color=white][i][b]Terrin Stormhawk, the First Slayer:[/b][/i][/color] The most recent god, Terrin Stormhawk is the historical founder of the Slayers Guild. He was a Cabal mage who took up the sword to defend against the Ghoul Plague of 773. Stories of his accomplishments and exploits are often exaggerated, but was the only individual known to be able to create Slayer Tokens. [*][color=white][i][b]Flameveil, the Dawn Titan:[/b][/i][/color] The primordial origin of fire, and the eldest element in existence. Some believe Flameveil is the personification of the sun, while others hail Flameveil as the ever-burning incarnation of flame created by the first people of Tyrenal.[/list] [color=white][i][b]Death[/b][/i][/color] Resurrection magic is nonexistent in the world of the Slayers... save for one trick unique to Slayers. All Slayers, upon initiation into the Guild, are granted a single white metal coin of unknown origin. If a Slayer dies while a token is in their possession, one side of the coin turns black and the Slayer is revived anywhere from minutes to hours after death. If a Slayer later dies a second time, the token turns completely black. Slayer Tokens are bound to the soul of the initiated Slayer, and are perhaps the most guarded treasure in the entire realm. [/color]